Show HN: Cross-platform open-source 3D modeling software
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Re: Show HN: Cross-platform open-source 3D modeling software
#2Re: Show HN: Cross-platform open-source 3D modeling software
#3Re: Show HN: Cross-platform open-source 3D modeling software
#4Looks cool and I love its openness - though I hope I'm forgiven for saying that the examples, especially the guitar, doesn't quite look up to professional standards.
Re: Show HN: Cross-platform open-source 3D modeling software
#5Re: Show HN: Cross-platform open-source 3D modeling software
#6Looks cool and I love its openness - though I hope I'm forgiven for saying that the examples, especially the guitar, doesn't quite look up to professional standards.
Re: Show HN: Cross-platform open-source 3D modeling software
#7Blender has no end of hidden trouble importing to Unity because Unity chose to be the same as Maya
[1] https://blender.stackexchange.com/questions/471/is-it-possib...
Re: Show HN: Cross-platform open-source 3D modeling software
#8Looks cool and I love its openness - though I hope I'm forgiven for saying that the examples, especially the guitar, doesn't quite look up to professional standards.
Oh, no, that guitar is my favorite :-( The main focus of this software is the modeling speed, for example, that guitar only took less than five minutes. So I can make more game asset as an indie. Actually, the model made recently is already looks far better than several months ago I made, I will keep improving the mesh generating quality of the algorithm. Thanks!
Can Dust3d import STL files? Can it export wavefront OBJ? (or, I suppose I could import to blender, then export to OBJ). UV unwrapping is something I have not so far been able to conquer. If Dust3d can import STL or OBJ and make the UV unwrapping easy, I will probably use it.
Edit: I see at 21:50 in this video, it can export OBJs. https://www.youtube.com/watch?v=wQerDObDjOs&t=21m50s
Re: Show HN: Cross-platform open-source 3D modeling software
#9Re: Show HN: Cross-platform open-source 3D modeling software
#10Looks cool and I love its openness - though I hope I'm forgiven for saying that the examples, especially the guitar, doesn't quite look up to professional standards.
Perhaps they aren’t perfect (definitely looks like some more time could be devoted to the algo), but to go from not having models for your scene to having something at least as a stop-gap can really unblock you if your artists are busy doing something else or (in the case of most hobbyists/indies) don’t exist.